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674 Commits over 730 Days - 0.04cph!

5 Days Ago
merge from render_pipeline_testing
5 Days Ago
fix RRP having been force default enabled
5 Days Ago
merge from render_pipeline_testing (various fixes)
5 Days Ago
don't do RRP motion blur outside play mode or in non-game view
5 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
5 Days Ago
fix broken frosted glass
6 Days Ago
fix glass AR refraction blurring being screen resolution dependent
7 Days Ago
merge from render_pipeline_testing
7 Days Ago
client guard
7 Days Ago
support for WaterWIndow in RRP, fixes no underwater fog when looking out submarine windows, etc
7 Days Ago
merge from main
7 Days Ago
fix glass portion of glass ak always rendering on top of rivers (with a caveat that may also need fixing)
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
oops client guard
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
fix black player eyes in BRP in bandit camp (leaking spatial env volume shader props between cams), add pass to clear env volume shader props in RRP as well
14 Days Ago
give this a try cause why not
17 Days Ago
glass AK: - Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction - Some shader simplification, remove unncessary alpha blending and emission map - Remove unnecessary "depth prime" viewmodel pass - Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
17 Days Ago
merge from render_pipeline_testing
17 Days Ago
fix brp error spam on low water quality
33 Days Ago
fix func call typo
34 Days Ago
fix stupid auto inserted using
34 Days Ago
merge from main
34 Days Ago
- fix broken deferred decal culling (cull distance was being scaled up by integer object quality value rather than percentage, so cull distance became way too far for any culling to happen) - avoid redundant localToWorld calculation in the same frame for each deferred decal
35 Days Ago
merge from main
38 Days Ago
fix NREs in screenshot.takescreenshot/takehiresscreenshot
40 Days Ago
create mip-filtered refraction texture before transparent geometry pass
40 Days Ago
add override water blend slider and toggle
42 Days Ago
merge from main
42 Days Ago
add visible water to tank, material of water can be blended
55 Days Ago
fix string alloc in VolumetricFogShadowPreProcessPass
56 Days Ago
use new RRP/BRP grab pass subshaders for player pixelation
2 Months Ago
get Standard Refraction working in RRP
2 Months Ago
fix fog not working switching back to BRP with RRP initially enabled
2 Months Ago
RRP: fix DoF not working in workshop scene if DoF was disabled in graphics settings
2 Months Ago
fix clouds not rendering when switching back to BRP
2 Months Ago
fix WaterCamera error spam when swiching to BRP with RRP initially enabled
2 Months Ago
fix binocular effect error spam in main menu
3 Months Ago
fix disco ball in RRP, do forward+ lighting in fragForwardBase
3 Months Ago
line endings
3 Months Ago
RRP ReflectionProbeEx + vclouds rendering into it
3 Months Ago
missing client guard
3 Months Ago
change how we're tracking viewmodel prev viewproj to not rely on BRP camera component
3 Months Ago
implement the pass that composes the water motion vector texture with the camera's motion vector texture as we now have a camera motion vector texture in RRP also properly track the prev viewproj for water in RRP
3 Months Ago
delete old file
3 Months Ago
get binocular effect working in RRP
3 Months Ago
compile fix 2
3 Months Ago
fix contact shadows server compile
3 Months Ago
merge from render_pipeline_testing
3 Months Ago
merge from main